Dungeons
4 dungeons are open. Dungeons are seed-determined: the same entrance always has the same layout and is never regenerated.
The dungeons
Section titled “The dungeons”| Name | Tier | Floors | Boss | Guaranteed drop | Coordinates |
|---|---|---|---|---|---|
| Old Crypt | T1 | 5 | Goblin Chief | Leather Helmet, Goblin Sword | -1450, 4720 |
| Orc Warrens | T2 | 10 | Orc Warlord | Leather Armor, Iron Sword | -1616, 4918 |
| Ogre Stronghold | T3 | 15 | Ogre Warlord | Chain Mail, Steel Longsword | -1785.2, 5072.3 |
| Skeleton Crypt | T4 | 20 | Skeleton Knight | Breastplate, Great Sword | -1064, 4248 |
The world map records dungeon entrances you have already found — you have to walk to one the first time.
Bosses
Section titled “Bosses”| Boss | Dungeon | Level | Health | Guard | To-hit | Damage |
|---|---|---|---|---|---|---|
| Goblin Chief | Old Crypt | 5 | 23 | 11 | +5 | 1d8 |
| Orc Warlord | Orc Warrens | 10 | 120 | 13 | +10 | 2d8 |
| Ogre Warlord | Ogre Stronghold | 10 | 140 | 17 | +10 | 2d8 |
| Skeleton Knight | Skeleton Crypt | 25 | 350 | 32 | +25 | 6d12 |
The Orc Warlord is a step up: its 120 health is set directly in the data (not the 45 the level would derive), with Guard 13, +6 to hit and 2d8 damage. Orc Warrens runs 10 floors, so put a full leather set together before going down.
A slain boss doesn’t respawn on a timer — its floor holds it dead until the next sunset dungeon reset (once per game day), which also teleports everyone still in that dungeon back to its entrance with a distant roar. Opening the chest no longer requires killing the boss or standing next to it — see “Keys and locked floors” below. The weapon each boss used to drop itself (Goblin Sword, Iron Sword, Steel Longsword) is now a guaranteed chest drop instead; see the table below.
Keys and locked floors
Section titled “Keys and locked floors”Every 5th floor’s stair-room exit has a locked door that always exists, blocking the way on completely:
| Dungeon | Locked floors | Key for the chest |
|---|---|---|
| Old Crypt | Floor 5 | Crypt Key |
| Orc Warrens | Floor 5, Floor 10 | Warrens Key (10F) |
| Ogre Stronghold | Floor 5, Floor 10, Floor 15 | Stronghold Key (15F) |
| Skeleton Crypt | Floor 5, Floor 10, Floor 15, Floor 20 | Skeleton Crypt Key (20F) |
- Keys drop in the section just before their locked door (for example, Orc Warrens floors 1–4 drop the floor-5 key, floors 6–9 drop the floor-10 key). Monsters killed in that section have a 5% chance to drop the matching key; breaking a barrel, crate or clutter chest there is 1%. The roll is skipped once a character already holds that key, or has already opened that dungeon’s chest tonight.
- Keys drop on the ground for anyone to pick up; a floor-5 key won’t open a floor-10 door.
- Holding the key and clicking the locked door opens it. The door doesn’t consume the key — dying or leaving and coming back still works, and keys never expire. An opened door stays open for 30 seconds before auto-closing, so someone without a key can slip in behind you during that window, but once it closes they’re stuck on whichever side they ended up on.
- The key for the dungeon’s deepest locked door (Old Crypt floor 5, Orc Warrens floor 10, Ogre Stronghold floor 15) is the ticket to the chest — carry it to the bottom floor and open the chest without ever killing the boss. Opening it spends one of every key type you’re carrying for that dungeon. The boss still guards the chest room, so opening it safely usually still means dealing with it.
Chest drop rules
Section titled “Chest drop rules”Each dungeon’s chest drops come in three parts:
- Signature drop(s) — one or two guaranteed items per dungeon, the “Guaranteed drop” column above; the three boss weapons now count among them.
- Independent rolls — every other piece in that tier’s pool rolls separately at its own chance.
- Lower-tier carry-over — equipment from tiers below the dungeon each get an extra 10% roll, so you can fill gaps in a higher dungeon.
Gold is depth × 500 to depth × 1500.
The target is roughly five runs on average to collect everything a tier introduces.
| Equipment | Chest tier | Drop chance | Guard | CHA | Effect |
|---|---|---|---|---|---|
| Leather Helmet | T1 | Guaranteed | 1 | — | — |
| Leather Pants | T1 | 30% | 1 | — | — |
| Leather Belt | T1 | 30% | — | — | — |
| Goblin Sword | T1 | Guaranteed | — | — | — |
| Raven Shield | T2 | 20% | 2 | — | — |
| Iron Helmet | T2 | 37% | 2 | — | — |
| Iron Boots | T2 | 37% | 2 | — | — |
| Leather Armor | T2 | Guaranteed | 2 | — | — |
| Leather Gloves | T2 | 37% | 1 | — | — |
| Leather Boots | T2 | 37% | 1 | — | — |
| Iron Sword | T2 | Guaranteed | — | — | — |
| Silver Necklace | T2 | 10% | — | — | Satiation drain ×0.75 |
| Chain Mail | T3 | Guaranteed | 5 | — | — |
| Plate Greaves | T3 | 37% | 3 | — | — |
| Plate Boots | T3 | 37% | 3 | — | — |
| Iron Gauntlets | T3 | 37% | 2 | — | — |
| Wool Cape | T3 | 37% | 1 | — | — |
| Gold Ring | T3 | 10% | — | +1 | — |
| Steel Longsword | T3 | Guaranteed | — | — | — |
| Breastplate | T4 | Guaranteed | 7 | — | — |
| Plate Helmet | T4 | 30% | 3 | — | — |
| Plate Gauntlets | T4 | 30% | 3 | — | — |
| Great Sword | T4 | Guaranteed | — | — | — |
| Ring of Protection | T5 | 20% | 1 | — | — |
What you’ll meet down there
Section titled “What you’ll meet down there”| Monster | Level | Spawn depth | Weight | Health | Damage |
|---|---|---|---|---|---|
| Kobold | 1 | Floors 1 – 4 | 2 | 5 | 1d4 |
| Forgotten Dead | 8 | Floors 1 – 5 | 3 | 40 | 3d6 |
| Goblin | 2 | Floors 3 – 8 | 3 | 9 | 1d4 |
| Stalker | 3 | Floors 5 – 11 | 2 | 14 | 1d6 |
| Orc | 4 | Floors 5 – 13 | 2 | 18 | 1d6 |
| Female Orc | 4 | Floors 5 – 12 | 1 | 18 | 1d6 |
| Hobgoblin | 5 | Floors 6 – 15 | 2 | 23 | 1d8 |
| Skeleton | 16 | Floors 6 – 15 | 3 | 72 | 6d8 |
| Gnoll | 6 | Floors 7 – 20 | 2 | 27 | 2d6 |
| Bugbear | 7 | Floors 8 – 20 | 2 | 32 | 2d6 |
| Ogre | 8 | Floors 9 – 20 | 2 | 36 | 2d8 |
| Troll | 9 | Floors 10 – 20 | 2 | 41 | 2d10 |
| Stone Golem | 10 | Floors 11 – 20 | 2 | 45 | 2d10 |
| Skeleton Warrior | 20 | Floors 11 – 20 | 2 | 90 | 6d8 |
| Lizardfolk | 13 | Floors 12 – 20 | 2 | 59 | 3d6 |
| Cyclop | 15 | Floors 14 – 20 | 2 | 68 | 3d8 |
Other things down there
Section titled “Other things down there”- Barrels and crates break — click one and your character walks up and swings once. Treasure chests don’t break.
- Chests are opened — click one and your character walks over and lifts the lid. A real coin pile drops in front of it; picking it up credits 1–10 copper straight to your wallet without taking a bag slot.
- Corridors have doors — where a corridor opens into a room there’s a clickable wooden double door.
- Corridor and room walls differ — rooms use medieval stone, corridors use rock. Useful for telling where you are.